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- many SpawnActor calls
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2a8dd6b955
commit
d8c7054751
4 changed files with 9 additions and 27 deletions
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@ -938,8 +938,7 @@ int DoChemBomb(DSWActor* actor)
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// if you haven't bounced or your going slow do some puffs
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if (!(actor->user.Flags & (SPR_BOUNCE | SPR_UNDERWATER)) && !(actor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
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{
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->sector(),
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actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 100);
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, actor->sector(), actor->spr.pos, actor->spr.angle, 100);
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -40;
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@ -1168,7 +1167,7 @@ int SpawnRadiationCloud(DSWActor* actor)
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return -1;
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auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, actor->sector(),
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actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - RANDOM_P2(Z(8)), actor->int_ang(), 0);
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actor->spr.pos.plusZ(-RANDOM_P2F(8, 8)), actor->spr.angle, 0);
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SetOwner(GetOwner(actor), actorNew);
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actorNew->user.WaitTics = 1 * 120;
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@ -1567,7 +1566,7 @@ void SpawnFlashBombOnActor(DSWActor* actor)
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}
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auto actorNew = SpawnActor(STAT_MISSILE, FIREBALL_FLAMES, s_FireballFlames, actor->sector(),
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actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 0);
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actor->spr.pos, actor->spr.angle, 0);
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if (actor != nullptr)
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actor->user.flameActor = actorNew;
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@ -1670,18 +1669,12 @@ int PlayerInitCaltrops(PLAYER* pp)
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int InitCaltrops(DSWActor* actor)
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{
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int nx, ny, nz;
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PlaySound(DIGI_THROW, actor, v3df_dontpan | v3df_doppler);
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nx = actor->int_pos().X;
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ny = actor->int_pos().Y;
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nz = actor->int_pos().Z;
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// Spawn a shot
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// Inserting and setting up variables
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auto actorNew = SpawnActor(STAT_DEAD_ACTOR, CALTROPS, s_Caltrops, actor->sector(),
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nx, ny, nz, actor->int_ang(), CHEMBOMB_VELOCITY / 2);
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actor->spr.pos, actor->spr.angle, CHEMBOMB_VELOCITY / 2);
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actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
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@ -1711,21 +1704,12 @@ int InitCaltrops(DSWActor* actor)
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int InitPhosphorus(DSWActor* actor)
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{
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int nx, ny, nz;
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short daang;
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PlaySound(DIGI_FIREBALL1, actor, v3df_follow);
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nx = actor->int_pos().X;
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ny = actor->int_pos().Y;
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nz = actor->int_pos().Z;
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daang = NORM_ANGLE(RandomRange(2048));
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// Spawn a shot
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// Inserting and setting up variables
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auto actorNew = SpawnActor(STAT_SKIP4, FIREBALL1, s_Phosphorus, actor->sector(),
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nx, ny, nz, daang, CHEMBOMB_VELOCITY/3);
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actor->spr.pos, RANDOM_ANGLE(), CHEMBOMB_VELOCITY/3);
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actorNew->spr.hitag = LUMINOUS; // Always full brightness
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actorNew->user.Flags |= (SPR_XFLIP_TOGGLE);
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@ -2322,8 +2322,7 @@ void InitPlayerSprite(PLAYER* pp)
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COVER_SetReverb(0); // Turn off any echoing that may have been going before
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pp->Reverb = 0;
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auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, pp->int_ppos().X,
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pp->int_ppos().Y, pp->int_ppos().Z, pp->angle.ang.Buildang(), 0);
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auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursector, pp->pos, pp->angle.ang, 0);
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pp->actor = actor;
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pp->pnum = pnum;
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@ -2391,7 +2390,7 @@ void SpawnPlayerUnderSprite(PLAYER* pp)
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int pnum = int(pp - Player);
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pp->PlayerUnderActor = SpawnActor(STAT_PLAYER_UNDER0 + pnum,
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NINJA_RUN_R0, nullptr, pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->angle.ang.Buildang(), 0);
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NINJA_RUN_R0, nullptr, pp->cursector, pp->pos, pp->angle.ang, 0);
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DSWActor* actor = pp->PlayerUnderActor;
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@ -6858,7 +6858,7 @@ void InitMultiPlayerInfo(void)
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continue;
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}
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auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->angle.ang.Buildang(), 0);
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auto start0 = SpawnActor(MultiStatList[stat], ST1, nullptr, pp->cursector, pp->pos, pp->angle.ang, 0);
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start0->clearUser();
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start0->spr.picnum = ST1;
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}
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@ -1017,8 +1017,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
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sop->track = sectp->hitag;
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// spawn a sprite to make it easier to integrate with sprite routines
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auto actorNew = SpawnActor(STAT_SO_SP_CHILD, 0, nullptr, sectp,
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sop->int_pmid().X, sop->int_pmid().Y, sop->int_pmid().Z, 0, 0);
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auto actorNew = SpawnActor(STAT_SO_SP_CHILD, 0, nullptr, sectp, sop->pmid, nullAngle, 0);
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sop->sp_child = actorNew;
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actorNew->user.sop_parent = sop;
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actorNew->user.Flags2 |= (SPR2_SPRITE_FAKE_BLOCK); // for damage test
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